Ultra Street Fighter IV/Blanka/Omega

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Ultra Street Fighter IVUSFIV-Header.png

Blanka

SSFIV-Blanka Face.jpg

Fill in Omega SF4 info


In a nutshell


-Omega SF4 frame data, combos, new moves, etc. will be put on this page and then linked from the main character page when it's finished.


Notable Changes from USF4 to Omega

  • Throw: slightly shorter range


  • Movement Changes:


  • Normal Move Changes:


  • Command Normal Changes:


  • Special Move Changes:


  • Super/Ultra Changes:


Character Specific Data

Blanka

VITALS
Health: 1000 Stun: 950
WALKING
Forward Walk Speed: 0.050 Back Walk Speed: 0.045
JUMPING
Jump Total Frames: 4+34+4 Jump Distance: 1.65 Forward, 1.49 Back
DASHING
Forward Dash Frames: 18 Forward Dash Distance: 1.66
Back Dash Frames: 26 Back Dash Distance: 1.34
FA + Forward Dash Frames: 20 FA + Back Dash Frames: 22
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-19 FA + Back Dash Airborne: 7-16
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -5 Lv1 FA + Back Dash (Block): -7
Lv2 FA + Forward Dash (Block): +1 Lv2 FA + Back Dash (Block): -1

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 3 2 9 3 6 50 50 M Sp Su -
5MP (Close) cl. Mp.png 5 2 10 2 5 85 100 M Su -
5HP (Close) cl. Hp.png 7 4 22 -7 -1 120(100) 200 M Su Hitbox moves with Blanka's hands, starting near the ground; (Damage on later active frames)
5LK (Close) cl. Lk.png 4 3 10 -2 1 50 50 M Sp Su -
5MK (Close) cl. Mk.png 5 2(3)2 12 0 3 50*30 50*50 M Su / - 2 hits, only 1st is cancellable
5HK (Close) cl. Hk.png 6 6 19 -6 -1 120(100) 200 M Su Hitbox moves with Blanka's foot, starting near the ground; (Damage on later active frames)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 3 2 9 0 3 50 50 M Sp Su -
5MP (Far) far. Mp.png 7 4 9 1 4 100 100 M Su -
5HP (Far) far. Hp.png 7 3*3 19 -4 2 70*40 150*50 M Sp Su / - 2 hits, only 1st is cancellable; early active frames hit above Blanka
5LK (Far) far. Lk.png 5 2 12 -3 0 60 50 M Su -
5MK (Far) far. Mk.png 5 2 19 -7 -4 100 100 M Su Has a somewhat useful AA hitbox, but hard to use due to few active frames
5HK (Far) far. Hk.png 3 6 23 -9 -4 120(100) 200 M - Hitbox moves with Blanka's foot, starting near the ground; (Damage on later active frames)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 2 8 0 4 50 50 M Sp Su -
2MP Down.gifMp.png 7 4 15 -5 -2 90 100 M Su -
2HP Down.gifHp.png 6 4 22 -9 -3 100 200 M Su 1st active frame has very short range
2LK Down.gifLk.png 4 3 8 0 3 45 50 L Sp Su -
2MK Down.gifMk.png 5 1 12 1 4 75 100 L Sp Su -
2HK Down.gifHk.png 5 2 25 -10 KD 110 200 L Su KD Adv: +17
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Rock Crusher cl. Right.gifMp.png 9 2(1)5 11 -2 3(1) 60*40 100*50 M*M Sp Su / - (Adv. vs. crouching opponent); only 1st hit is cancellable
Rock Crusher
(Overhead)
cl. Right.gifMp.png
(hold)
25 2(1)4 11 -1 5 60*40 100*50 H*H - 2 hit overhead, close proximity only
Amazon River Run
(Slide)
Downright.gifHp.png 10 9 18 -11(-3) KD 120 200 L - 8-17f low profile, safety depends on spacing; KD Adv: +17~25; Hitstop on hit makes it easier to dodge slow projectiles
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png s a - - - 60 50 H - -
j.MP (angled) Upright.gifMp.png s a - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png s a - - - 120 200 H - -
j.LK (angled) Upright.gifLk.png s a - - - 60 50 H - -
j.MK (angled) Upright.gifMk.png s a - - - 75 100 H - -
j.HK (angled) Upright.gifHk.png s a - - - 120 200 H - -
j.LP (neutral) Up.gifLp.png s a - - - 60 50 H - -
j.MP (neutral) Up.gifMp.png s a - - - 100 100 H - -
j.HP (neutral) Up.gifHp.png s a - - - 130 200 H - -
j.LK (neutral) Up.gifLk.png s a - - - 60 50 H - -
j.MK (neutral) Up.gifMk.png s a - - - 95 100 H - -
j.HK (neutral) Up.gifHk.png s a - - - 120 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 20 2 38 -24 KD 110 150 M Dash KD Adv: +5; +24 after Forward Dash, +22 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 28 2 38 -18 crumple 90 100 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png s 2 38 crumple crumple 170 250 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Wild Fang
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +31
Jungle Wheel
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +12
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Electric Thunder Mash Lp.pngx4
P~P~P~LP
s a r B H D S hit c notes
MP Electric Thunder Mash Mp.pngx4
P~P~P~MP
s a r B H D S hit c notes
HP Electric Thunder Mash Hp.pngx4
P~P~P~HP
s a r B H D S hit c notes
Lightning Grenade
Ex.pngEx.png
Mash 2p.pngx4
P~P~P~PP
s a r B H D S hit c notes
LP Rolling Attack
(Blanka Ball)
Cb.png,F.pngLp.png
[4]6+LP
s a r B H D S hit c notes
MP Rolling Attack
(Blanka Ball)
Cb.png,F.pngMp.png
[4]6+MP
s a r B H D S hit c notes
HP Rolling Attack
(Blanka Ball)
Cb.png,F.pngHp.png
[4]6+HP
s a r B H D S hit c notes
Ex.png Rolling Attack
(Blanka Ball)
Cb.pngF.png2p.png
[4]6+PP
s a r B H D S hit c notes
LK Backstep Roll
(Rainbow Ball)
Cb.png,F.pngLk.png
[4]6+LK
42 8 9 land 1(7) KD 110 200 M - Can juggle afterward on hit; KD Adv: +47
MK Backstep Roll
(Rainbow Ball)
Cb.png,F.pngMk.png
[4]6+MK
42 9 7 land 2(8) KD 120 200 M - Can juggle afterward on hit; KD Adv: +48
HK Backstep Roll
(Rainbow Ball)
Cb.png,F.pngHk.png
[4]6+HK
38 8(3)6 6 land -5 / 6(9) KD 130 200 M - Can juggle afterward on hit; 2 sets of active frames (worse advantage if the 1st hit connects); KD Adv: +41/53
Ex.png Backstep Roll
(Rainbow Ball)
Cb.pngF.png2k.png
[4]6+KK
28 31 6 land
[44+7 land]
-34
(-28)
KD 50x2*
30*80
50x4 M - 1-22f full invuln; [refers to recovery when bouncing off opponent on hit/block]; KD Adv: +12/16
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Vertical Roll
(Upball)
Cd.png,U.pngLk.png
[2]8+LK
4 1(2)18 40+5 land -21 KD 40*100 150x2 M Su* 1st hit cancellable, 2nd hit knocks down; -6 on block after FADC Forward; KD Adv: +37
MK Vertical Roll
(Upball)
Cd.png,U.pngMk.png
[2]8+MK
4 1(2)18 42+10 land -21 KD 40*110 150x2 M Su* 1st hit cancellable, 2nd hit knocks down; -6 on block after FADC Forward; KD Adv: +37
HK Vertical Roll
(Upball)
Cd.png,U.pngHk.png
[2]8+HK
4 1(2)18 46+4 land -21 KD 40*120 150x2 M Su* 1st hit cancellable, 2nd hit knocks down; -6 on block after FADC Forward; KD Adv: +37
Ex.png Vertical Roll
(Upball)
Cd.pngU.png2k.png
[2]8+KK
4 2(1)2(1)2 57+10 land -51 KD 210 200 M - 1-5f full invuln; KD Adv: +22
Lightning Mole
(Teleport)
Dp.pngP.png
623+P
52 11 49 -40 KD 100*80 100x2 M - 29-60f full invuln; Button strength determines distance (LP short, MP midscreen, HP fullscreen); can crossup; KD Adv: +24
Ex.png Lightning Mole
(Teleport)
Dp.png2p.png
623+PP
46 11(6)1
(7)2
40 -44 KD 200 200 M - 1-53f projectile invuln, 29-53f full invuln; auto-tracks to opponent's location; KD Adv: +16
Surprise Forward
(Hop)
F.png3k.png
6+KKK
- - 22 - - - - - - 5-18f Airborne
Surprise Back
(Hop)
B.png3k.png
4+KKK
- - 29 - - - - - - 4-21f Airborne
Coward Crouch D.png3p.png
2+PPP
- - 81 - - - - - Sp* 7-64f low profile; can input followup starting frame 16; cannot be cancelled into from normals; no way to shorten recovery except P/K followup
+ Wild Lift + P.png 5 5 25 -10 KD 80*50 100x2 M Su Both hits Su/FA cancellable; launches for juggle
+ Raid Jump + K.png - - 33+4 land - - - - - - Can use diagonal jump normals
Ex.png Coward Crouch D.pngHp.pngHk.png
2+HP+HK
- - 48 - - - - - Sp* 4-35f low profile; can input followup starting frame 5; can be cancelled into from normals
+ Ex.png Wild Lift + P.png 4 5 18 -3 KD 80*50 100x2 M FA Both hits FA cancellable; launches for juggle
+ Ex.png Raid Jump + K.png - - 23+4 land - - - - - - Much lower and faster than meterless version; can use diagonal jump normals
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Ground Shave Roll
(Unheld P Super)
Cb.png,F.pngBf.pngP.png
[4]646+P
1+3 3(2)
20*31
6
[37+7 land]
-27 KD 40*410 - M - 1-18f full invuln; active frames end upon reaching the corner; [refers to bouncing recovery on hit/block]; KD Adv: +69
Ground Shave Roll
(Held P Super)
Cb.png,F.pngBf.pngP.png
[4]646+P (hold)
1+3 3(2)20*
80*14
12
[37+7 land]
-32 KD 100x5 - M - 1-18f full invuln; Can hold P up to 80f before release; active frames end upon reaching the corner; only 4 hits can connect in combo; [refers to bouncing recovery on hit/block]; KD Adv: +93
Ground Shave Roll
(K Super)
Cb.png,F.pngBf.pngK.png
[4]646+K
1+8 25 14 -1 KD 360 - M - 1-15f full invuln; no hop animation; active frames end upon reaching the corner; early active frames have very short range, making it weaker for punishes; KD Adv: +69
Lightning Cannonball
(Ultra 1)
Cb.png,F.pngBf.png3p.png
[4]646+PPP
0+6 2(18)
26*20
17
[37+7 land]
-39 KD 120*405 - L*H*M - 1-27f full invuln; [refers to bouncing recovery on hit/block]; After bounce, can hold PPP up to 80f (stays active the entire time); KD Adv: +91 (+79 if 2nd hit whiffs)
Shout of Earth
(AA Ultra 2)
Cdb.png,Delta.png3p.png
[1]319+PPP
7 55(10)6 80 -67 KD 500
(195)
- M - 1-7f full invuln, 8-61f projectile invuln; At point blank, can hit grounded opponents; Can hold PPP to delay 2nd hit; (refers to late non-cinematic hit); Cinematic damage distribution: 30*38x7*204; KD Adv: +40 (+33 grounded)
Shout of Earth
(Ground Ultra 2)
Cdb.png,Delta.png3k.png
[1]319+KKK
13 2(7)2
(33)90
31 -57 KD 120x2*
90x2
- M - 1-11f full invuln, 12-146f projectile invuln; About -31 oB if only last part is blocked; KD Adv: +25 (+48 vs. airborne)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes


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